Bug Issue: Fade sound channel leaves it muted


Pages: 1

Luyren

  • Master Stencyler
  • *
January 21, 2019, 06:39:56 am
b10246, on Windows 10 (follow up from discord conversation)

If you stop a sound channel after fading it out, the volume ends up saved, so playing a new sound at that channel will start at 0 volume. Up to b10215, stopping a sound channel after a fade and playing a sound would play at max volume (I didn't test with different volumes before the fade out), so the setup in the attached image would work.
For b10246, I added a fade in over 0 seconds right before that stop sound block to have the channel at full volume again, otherwise that channel remains at 0 volume. Question is, is that correct behavior and we should adapt, or does something sound off with it?

Sample game attached, has control instructions on screen this time, everything on the scene event.



New attachment added by Luyren - January 21, 2019, 06:40:11 am


New attachment added by Luyren - January 21, 2019, 06:40:21 am


New attachment added by Luyren - February 04, 2019, 10:28:33 am


Luyren

  • Master Stencyler
  • *
February 04, 2019, 10:33:16 am
Attached a new sample game, with added mouse click to play sound at the next available channel.

If I fade out a sound at a channel, then stop that channel with the intention to make that channel available, and then play a sound at the next avialable channel, it seems to play at the stopped channel, but it is muted. In the new sample game, I can only hear the sound if I spam the mouse button, occupying sound channel 0 (muted) and getting it to play the sound at channel 1.


Issue updated by Justin - February 04, 2019, 02:20:46 pm
  • Issue Assigned from (none) to Justin


Justin

  • Master Stencyler
  • *
February 05, 2019, 01:37:58 am
Okay, I've come to a decision about this. Sound position obviously only makes sense while a sound is currently playing on a channel, but the other properties, volume and panning, remain the same on the channel even if different sounds are played on it. To reset a sound channel, you'll set the volume back to 100% and the panning back to 0% as needed.
  • Status changed from New to Closed


Pages: 1

Details

  • Reported
    January 21, 2019, 06:39:56 am
  • Updated
    February 05, 2019, 01:37:58 am

  • View Status
    Public
  • Type
    Bug
  • Status
    Closed
  • Priority
    Normal
  • Version
    3.5.0 beta 1
  • Fixed in
    (none)
  • Assigned to
    Justin
  • Category
    Compiling/Testing Games

Tags


Attachments


* soundsetup.png (42.24 kB, 719x462 - viewed 33 times.)
* Music Test.stencyl (3000.24 kB - downloaded 15 times.)
* Music Test2.stencyl (3010.96 kB - downloaded 14 times.)